Hercules

P.E.R.C. Representative
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  1. Quote:
    Originally Posted by Heraclea View Post
    This is a sample build I'm in the process of assembling the makings for. This will be quite costly if bought with inf, but as noted, you can cash in some Hami-Os for a bit of cash, and more importantly, even with SOs your tanker is more than capable of tanking any AV. This build is slightly more desirable for a Master run on the Statesman task force, but no set bonus is going to make or break you there; it's a matter of buffs and inspirations. At any rate, make a habit of running TFs and it's relatively easy to assemble the merits to buy stuff that's out of reach with inf alone.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Heraclea II: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(31), RctvArm-EndRdx:40(33)
    Level 1: Jab -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(46), T'Death-Dam%:40(46)
    Level 2: Dull Pain -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Rchg:50(7), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx/Rchg:50(45), Mrcl-Heal/Rchg:40(45), Mrcl-EndRdx/Rchg:40(46)
    Level 4: Haymaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15), Mako-Dam%:50(36)
    Level 6: Swift -- Run-I:50(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(34), RctvArm-EndRdx:40(34)
    Level 10: Combat Jumping -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(11)
    Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(40), Mocking-Taunt/Rchg/Rng:50(42), Mocking-Rchg:50(43)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(45)
    Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Mrcl-Rcvry+:40(17), Mrcl-Heal:40(43)
    Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(19), DefBuff-I:50(19), GSFC-Build%:50(37), Rec'dRet-ToHit:20(37), Rec'dRet-Pcptn:20(37)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(43)
    Level 22: Knockout Blow -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(23), S'ngH'mkr-Acc/Dmg:35(23), S'ngH'mkr-Dmg/EndRdx:35(25), S'ngH'mkr-Dmg/Rchg:35(25), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34)
    Level 24: Boxing -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(42), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42)
    Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(27)
    Level 28: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(50), AdjTgt-Rchg:50(50)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(33), RctvArm-EndRdx:40(33)
    Level 32: Resist Physical Damage -- Aegis-Psi/Status:50(A), Aegis-ResDam:50(48)
    Level 35: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-EndRdx/Rchg:40(50)
    Level 38: Foot Stomp -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- P'Shift-End%:50(A)
    Level 47: Resist Energies -- ResDam-I:50(A)
    Level 49: Resist Elements -- ResDam-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Hmmm, no punch, no hasten, no unstoppable....
    How does this build do damage wise? Does boxing still have that incredibly long animation?

    Sigh, I'd hate to lose hasten .... I have it on all my toons.
  2. If you're talking about the annoying sound that sounds like a combination of a Rikti Hum combined with a beating drum - I've run into it also. Extremely annoying.... and I've bug reported it.
  3. I sent my reference screenshots the day after this thread started and haven't heard a peep back from DoktorMechaniker. It doesn't appear he's participating...
  4. I haven't really played my tanker much since issue 4, and trying to figure out how to properly respec him for the post-ED world. I'd like a proper balance between soloability and ability to function on task forces such as ITF.

    What I have so far - would appreciate some critical feedback:

    +----------------------------------------------------------------
    + Built with SuckerPunch's Online Planner v5.0
    + http://planner.cohtitan.com/planner
    +----------------------------------------------------------------
    Archetype: Tanker
    Primary: Invulnerability
    Secondary: Super Strength
    +----------------------------------------------------------------

    01: Jab => Stunned(1)
    01: Temp Invulnerability => Res_Damage(1), Res_Damage(3), Res_Damage(3), EnduranceDiscount(5)
    02: Resist Physical Damage => Res_Damage(2), Res_Damage(27), Res_Damage(29)
    04: Punch => Damage(4), Damage(5), Damage(7), Accuracy(7), EnduranceDiscount(9)
    06: Swift => SpeedRunning(6)
    08: Haymaker => Damage(8), Damage(9), Damage(11), Accuracy(11), Accuracy(13)
    10: Dull Pain => Heal(10), Heal(15), Heal(17), Recharge(17)
    12: Resist Elements => Res_Damage(12), Res_Damage(13), Res_Damage(15)
    14: Health => Heal(14), Heal(29), Heal(34)
    16: Unyielding => Res_Damage(16), Res_Damage(19), Res_Damage(19), EnduranceDiscount(21)
    18: Resist Energies => Res_Damage(18), Res_Damage(21), Res_Damage(23)
    20: Stamina => Recovery(20), Recovery(23), Recovery(25)
    22: Air Superiority => Accuracy(22)
    24: Fly => SpeedFlying(24), SpeedFlying(25), SpeedFlying(27)
    26: Hasten => Recharge(26), Recharge(37), Recharge(37)
    28: Taunt => Taunt(28), Taunt(34), Accuracy(36)
    30: Invincibility => Buff_Defense(30), Buff_Defense(31), Buff_Defense(31), EnduranceDiscount(31)
    32: Knockout Blow => Damage(32), Damage(33), Damage(33), Accuracy(33), EnduranceDiscount(34)
    35: Tough Hide => Buff_Defense(35), Buff_Defense(36), Buff_Defense(36)
    38: Unstoppable => Res_Damage(38), Recharge(39), Res_Damage(39), Res_Damage(39)
    41: Rage => Recharge(41), Recharge(42), Recharge(42)
    44: Foot Stomp => Damage(44), Damage(45), Damage(45), Accuracy(45), EnduranceDiscount(46)
    47: Conserve Power => Recharge(47), Recharge(48), Recharge(48)
    49: Physical Perfection => Recovery(49), Recovery(50), Recovery(50), Heal(50)

    I've been considering switching from flight to leaping in order to get combat jumping ... of course, that makes the Zulu areas pretty much off limits unless I continually get temp flight powers.

    Right now, he's only slotted with SOs and quite a few Hami-Os.

    I'm wondering which IO sets I should slot with. I'd like an el-cheapo config to begin with that will get me close to defense and damage caps. Then I'd like an uber orange/purple build that I can gradually work toward.
    Thanks.
  5. Hercules

    Can MA be saved?

    Three things are needed IMO:
    1. Give MA arcs the same completion bonus that normal missions have.
    They've already nerfed missions that contain only bosses, a good move IMO - a mission bonus would equalize things and possibly increase AE usage.

    2. Allow arc players to choose between normal rewards ( i.e. drops ) vs tickets.

    3. Some focus by the Devs on the Dev's choice designation. Number of dev responses to ANY thread in the section - zero. Dev apathy is killing things from the arc designer side.
  6. Quote:
    Originally Posted by NightshadeLegree View Post
    It's not as easy for a lowbie to make quick Inf from the BM as it is at WW, but that's always been the case unless you get a lucky recipe or salvage drop that you can offload for 100K or more, which I usually have had at least one of by the mid-20s I'm glad to say.

    At level 15 my dominator has a mix of DOs and TOs but can still handle her missions (+0/x1/bosses) By all means go the AE route if you want, but let's not pretend that that you're somehow being forced to do so.
    No, I'm not being forced to do anything. I can continue to plug away at normal missions, poorly slotted, or go the AE route, which I understand still is dropping tickets at a normal rate. The vast majority of my new toons have got that one lucky drop - but the chances of that happening now are nil - I'm lucky to get any drops.
  7. Based on a number of ITF runs, the drop rate is significantly reduced.

    I've also been leveling up a Brute - at level 17 I can only fill half his slots with 20 DOs - there just arent enough drops to purchase what he needs. I may be forced to go the AE route unfortunately.
  8. I will guess 79.

    Numbers left:
    56 59 68 93 94
  9. The biggest issue I have running the ITF and other TFs is survivability during speed runs. Seems to be the squishiest build I have - I have better luck with my blasters, even though they all have extensive AE damage.

    1. Spirit Tree - worth taking? Tried it early on... it didnt seem to have much impact.
    2. Hurricane - never tried it. I can see its use in mitigating melee damage, but it would do nothing against ranged. How many of you stormies use it and in what situations?
    3. Which APP would you suggest? I'm currently on Primal Forces, however the Temporary Invuln seems to do nothing for defense. I have a sneaking suspicion that it might have a taunt component to it... Conserve power is nice, since my troller goes through a lot of end.
    4. Steamy Mist - seems to have little effect against the mobs in ITF. Would you suggest something from the power pools to supplement it? Is Stealth any better?

    Anyone have a good TF build they can post?
  10. 82 doesnt appear to be taken yet - sorry cant think of a clever phrase.
  11. Hercules

    New Dev Choices?

    I'd have to speculate that the Dev's just arent playing that many arcs - probably very little interest.

    For all intents and purposes, Dev's choice is a dead concept. IMO, there should be a minimum of at least 1 new dev choice each month. Minimum.

    If the Devs aren't willing to spend a little time to support the concept, I think they should just drop it completely and remove existing dev's choice designations.
  12. Hercules

    New Dev Choices?

    Haven't seen any new additions to this thread in a while, not that they appear to be reading it...
    http://boards.cityofheroes.com/showthread.php?t=181852
  13. Looks like a premature client patch - hopefully they'll upgrade the servers soon.
  14. Looks very nice. The only comment I have is that she looks eyeless... maybe if you added some skin tone to make it more obvious that the eye areas are part of the mask.
  15. Quote:
    Originally Posted by ArrowRose View Post
    Tales of Croatoa: A Rose By Any Other Name
    ARC ID: 178774
    Author: @Silvers1

    Reason: This is one of the best written arcs I have played, it has a great story, and of course last but not least I love the title
    Thank you.
  16. ArrowRose should play my arc "Tales of Croatoa: A Rose By Any Other Name", because ... the name fits.
  17. One of the biggest gripes I have with CoH is the total lack of any sense of "place" in the game. Each zone is a collection of doorways into random maps. The same door could open into an office in one mission, then on the next mission, it could open into a cave network. How many times have you entered into a rickety wooden door on a hillside and found a modern bank map inside? Totally breaks any sense of immersion.

    In any other MMORPG, you know going into a certain area, the mobs present in that area will always be there, which I think helps alleviate some of the feeling of "been there, done that" as you progress through levels and zones.

    CoH, on the other hand, feels the same throughout. You get different mobs, but it's still on the same set of random maps on random places on the map.

    Suggestion:
    Either add a collection of themed zones and/or slowly revamp the current zones to have their own themes. Make the doorways in each zone be static. Door 1 should always open into a CoT cave map, Door 2 should always open into a 5th column complex, etc. Wouldnt hurt to have guards or patrols at the door specific to what is inside. There also needs to be a set of missions specific to the theme in that zone.

    The closest we currently have to this design is Croatoa and Striga.

    Suggestion 2:
    Most MMORPGs have static "challenge maps" that players can progress through. In most games, these are called dungeons. Again, if a themed dungeon were added to each zone, i think it would alleviate a lot of the farming that goes on in MA and in PI. The task force in CoH somewhat serves this purpose, but again, there is no real sense of place - they usually consist of a chain of maps, most of which we've seen in regular missions (with a few exceptions). Dungeon maps are usually totally unique and unlike anything you'll see in regular missions.
  18. I don't see why something like this couldn't be done for MA, although it might have to be limited to tilesets that the devs create. They already have the framework in-place in the base editor.
  19. Quote:
    Originally Posted by Bubbawheat View Post
    Played this a little while back and really enjoyed it. I thought it was some great storytelling. I don't really have any useful feedback because nothing stands out as needing to be changed (although I was hoping to see some explanation of the 33-34 level range here, is it a bugged enemy group?). But I thought I'd bump this thread since I thought it was a great 5 star arc worthy of my sig recommendations. Even though I didn't put the full name in so it only bumped off one arc in the list and not two.
    I had to restrict the level ranges due to some issues with the level ranges for various groups.
    Cabal = 25-34
    Red Caps = 1-54
    Ghosts = 41-54

    When I had the arc at range 25-34, someone playing their level 25 toon would have no issues until they ran into the ghosts, which would spawn at level 34.

    Thanks for the in-game feedback. I changed the chest name in the first mission to "Locked Chest". I'm thinking about changing the level of the ally, however, I really wish they'd fix it so EB allies would downgrade to regular bosses on heroic, which was my intent. A Lt. ally is pretty worthless IMO. I also changed the final battle to make it a little more "interesting" - just wondering if I might have made it too interesting.
  20. Quote:
    Originally Posted by Sardan View Post
    One of the items that constantly comes up in the forums is the whole knock-back (KB) vs. knock-down (KD) issue. A player will post a rant about how he loves power X but it'd be so much better if it would do KD instead of KB. Then inevitably there are responses from other players that love the KB and urge the OP to just learn to hover or KB into walls, or whatever.

    So, we have differing opinions on the desirability of KB. I haven't done an study of KB powers in game, but I know that the only difference between KB and KD is the mag: any KB magnitude under .74 gets turned into KD.

    We already have IOs in game that increase KB magnitude. So why not have an IO that decreases KB mag to allow a player to selectively turn powers from KB to KD? That would allow both camps, the KB haters and the KB lovers, to have the powers work they way they want. How about a new KB IO set called Soft Touch that has IOs like -KB, -KB/End, -KB/Rech, -KB/Dam, etc. You'd be able to control the mag of -KB with this set by how many you slotted.
    A better solution would be to have a special KD IO that instantly turns your KB into KD, whatever order of magnitude it happens to be. The only point of contention IMO would be whether or not to require this IO slotted in each powerset, or just require one that would have a global effect on all your powers.
  21. Quote:
    Originally Posted by Soulwind View Post
    It takes all of what 10-15 extra seconds to type in your password and hit the login button?

    The time/annoyance savings are miniscule compared to the potential security/complaints issues it opens up.

    Nope. This is a good feature.
    This "feature" exists in no other MMORPG that I'm aware of. And on some days, it takes considerably longer than 15 seconds - CoH is one of the slowest loading games out there.

    I'm all in favor of logging out to the character select screen. If security is such an issue, then require the password to delete the character...
  22. Hercules

    Purple Drops

    Quote:
    Originally Posted by eryq2 View Post
    Let me add to what he said, HOURS of farming. lol. I've never gotten one on a TF. 8 man team, = less chances for drops to land on you.

    I run 2 accounts and don't get but like 1 or 2 a week. Also, don't stay in AE. (if you do)
    I've ONLY gotten them on TFs, with one exception. My lev 20sh blaster got one while fighting a rikti invasion in Atlas.
  23. Nice splash screen - naugthy is spelled naughty btw.